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  1. I was playing the other day and had my shotgun with a sling on it and it made me think that the slings should have more use than just giving a weapon a flat weight decrease. My thought was that instead of a sling reducing the weight of a shotgun or rifle, the weapon would maintain it's regular weight while being wielded or stored in a container, but having the sling on would give you the option to carry the weapon on your shoulder or across your back so you can keep it on your person in case of emergency. On top of this, adding the option to tie a sheet or rope to a weapon as a crude sling would be easy enough thing to do in reality.. Only while the weapon is over your shoulder would it give you the weight reduction and depending on if it's a cloth sling of an actual weapon sling can dictate how much weight is reduced and how quickly it can be drawn or put away As for melee weapons, being able to craft a sling out of sheets for melee weapons like the bat or axe and have them function the same as the gun slings would be simple enough to do. Even the frying pan wouldn't be hard to do in reality like threading the cloth through the loop in the handle and tying it to a belt or backpack loop. Finally, pistols and knives can have holsters/sheathes be lootable objects most commonly found in areas like the police station and be worn be the character. A pistol holster could be essentially programmed like a backpack, but instead of a "put on back" option be "tie to belt", "tie to leg" or "wear on shoulder" depending on what type of holster it is. The object could then be set up as only allowing storage of 1 item - the weapon it's designed for- and have a right click option for "holster" on a pistol or knife and "draw weapon/equip primary" on a filled holster on the character menu. Just some ideas I think would help help out and fit in pretty well into the game
  2. Hello All, Here is the link to the most recent version of my mod, which is currently considered to be stable! http://www.mediafire.com/download/fdp5txod5h1pdtd/ORGM+1.242+-+ModelLoader.zip Installation instructions are included in the folder Going Forward this mod will require Jabs ModelLoader which is included in the download file for your convenience (much thanks to Jab!) Forum Topic here. Also, please be aware that this will require you to be on build 32.30 Patches/Expansion mods I know there are those that say "Don't change guns it will destroy the feeling of PZ". Trust me, I know. Two things. First, I will try my hardest to implement them in game without really upsetting the balance of the game. Second, if you don't like it don't download it. No need to bash the mod unless you want it and it doesn't work right... What the mod currently includes as of version 1.24: - 102 guns (not including sawn-off versions, fire mode changes and muticaliber gun conversions like .357 to .38) - see list below - 16 gun modifications - see list below - 3 gun repair items - Custom inventory icons for all items - Custom models for guns - Custom firing sounds for most guns - Custom gun Reloading/Racking/Manual Action sounds for every caliber - Fire mode conversions (for guns with multiple fire modes) - Guns can use substantially similar caliber rounds (however, be aware some rounds will change how fast or slow a gun degrades) - Slug rounds for shotguns have a chance of spawning (shotguns require a conversion to use however) - Weapon conversion recipes that transfer (or remove) ammo - Ability to unload ammo from guns/mags - Custom reloading scripts for various gun setups including magazines and speed loaders - Full distribution of guns, magazines, mods and repair items in containers and possibly on dead bodies - Guns will spawn with possible damage, a possibility of having loaded ammo and a possibility of having mods attached I am also accepting suggestions for gun additions. Here are the parameters for suggestions: Here is an awesome link that has a full listing of items included in the mod: http://newdawn.aggressivegaming.org/wiki/itemlist.php?kind=ORGM Here is the list of included guns (101 in total not including sawn off or multi-caliber differences) and Gun Mods Revolvers - 15 added by this mod Shotguns - 12 added by this mod (and 6 sawn-off versions) Assault Rifles/LMGs - 15 added by this mod Rifles - 15 added by this mod Sniper Rifles - 6 added by this mod SMGs - 14 added by this mod Gun Mods Here is a list of guns I have had suggestions for (or I thought of) and will add: Here is a list of guns (or functions) I have had suggestions for and will not add at least for now: Current Mod To-Do list Hall of Scholars and Gentlemen; Without whom, this mod would not be possible. (In no particular order) Obvious Ollie - for helping with some scripting, creating the original poster, testing, being a constant companion in this process, reminding me that I have this project to finish, working on some models, AAAAAAAAAND doing some awesome free advertising for the mod. PZ-NOOB - Testing, ideas and promotion of the mod! (Most awesome of all!) Fluffe9911 - for being the Doge master and for being one of the wonderful promoters of the mod! WolfeClaw - Providing his awesome gun models! Jopo80 - Great ideas for weapons and new functions Jab - For creating the ModelLoader which has made the mod compatible with other custom model mods ( and made my life immensely easier, no more having to edit the java every time I put in a new model) Fuji - Helping with an incredible amount of coding, providing gun models , making an awesome new poster and an incredible mod page title picture!, and being the awesome person who figured out how to unlock custom models for guns! Also, for being generally awesome! FLAKT - For providing more sound files for the mod. nolanritchie - creating a full item list, see the link above Khaos - Creating the wiki for ORGM, bug testing and possibly some models! Eddy-baby - For bugtesting and helping with the streamlining of the mod ExitiumRock - for breaking me through some coding walls and doing extensive (and helpful) testing. Archadeas - EXTENSIVE testing, an insurmountable number of ideas and providing fixes for my stupid mistakes! Reblar - Tracking down some coding errors and advocating for inclusion of my mod in his server. the_fallguy - Constructive criticism that is leading to some fixes, and a hoard of good gun suggestions turbotutone - Helping me through my contex menu issues. Pravus - For making the RKF mod for which I drew inspiration, and learned how to do distributions from scouring his code. Supporters on this thread - For sending good vibes and egging me on. Also good gun suggestions. Some examples: carmakazi 956Texas Tech-Com Lamrett KingKickass1552 Usage of my material If you are so inspired by my mod, or things in my mod and you use some of my coding, or items, or whatever, please at least let me know and give some attribution... some of the coding I have done took a lot of trial and error. I am not going to say you can't use my material because: 1) I do not have the means to really enforce or prove it 2) If you can make a better mod than I, I would rather improve the overall community than force my mod to be the only one. This hasn't happened yet, I am just going to get ahead of the ball here.
  3. I came up with some weapon ideas, and i want to share it with you guys. Let me show you. Cleaver: Why not? would be perfect to hack a zombies skull in. Most commonly found in restaurant kitchens. Sometimes found in normal houses, but not very common there. Skill is blades, obviously. Glass: Can be picked up by broken windows. Very low durability. Better than the butter knife,spoon, or fork. Not as good as the kitchen knife. Chance of cutting your hand when using it. Also blades skill. Spear: Long range. Not very long durability and sharpness with low carpenty skill. The better your carpentry skill, the longer the durability, and the sharpness. You can either make it by sharpening a stick, or attaching a sharp stone/glass/knife to it. It also helps you a little to having a good aiming skill, even when you use it as melee. Doesnt level up aiming skill tough.
  4. Here's a list of a few things that I thought could be cool in the game • a wider variety of weapons, you know like a lead pipe or a brick and for guns you could have a burst gun or a revolver, a sniper rifle, an smg just things to make weapons more varied and exciting because more weapons means more tactics the player has to come up with. • More clothing, like when it's winter and it's cold you could use a wooly jumper or a puffy jacket maybe a fur hat or some earmuffs different clothes with advantages and disadvantages like boots good for treading in the mud or trainers good for running around, gloves to protect against scratches. • Sprites for Backpacks because what else could possibly make a survivor look more grizzled than a pack filled will survivy crap • Armour/Craftable armour it'd be cool to find and wear like a football helmet to protect against head injuries or some shin guards to save you from pesky crawlers or be able to craft armour. • bandages of different tiers for example Tier 1 plastic bags and garbage bags Tier 2 rags Tier 3 band aids and bandages Tier 4 med kits • traps for players, NPCs and zombies Like a rigged shotgun Or a pressure bomb Or a spike pit A swinging log And snow cos nothing beats that sunny "winter" than a bit of snow
  5. Last night I was playing PZ and I was using the hammer (with the strong perk but I have used it many times without it) and the hammer is very op. You almost never get exhausted from swinging it , it takes a very long time to break and it does a lot of damage. The only thing slightly balancing it would be that the reach is short but that has not been an issue in my multiple hours of using it. One way I think it could be balanced is slightly lowering the damage and making it break faster but these are my only two ideas.
  6. Hi! Today I was watching Night of the Living Dead and I realized that zombies possess a limited capacity for understanding, within the universe of films of Romero(In every movie). So i thought this suggestion: Zombies with the ability to use weapons and other tools to attack, but in a primitive way. This would give them the ability to (for example), break a glass using a rock, or attack the character awkwardly swinging a bat/crowbar/etc Just like this: Obviously the zombies with weapons / tools create more damage by attacking a target. PD:I apologize if I make grammatical or spelling errors, I speak Spanish and I'm really bad when it comes to English
  7. Hi guys! What I REALLY miss from the game and I think it would be an excellent addition is the craftable weapons. There is nailed bats, nailed plank and thats it currently. 1. Spears - Long weapon made of stirdy sticks/pool cue and knife and ductape/wire. Has the same kind of durability as a knife (so not much), but provides a slight advantage as you are able to hit/stab the zombie slightly further away from you, providing you with some safety. 2. Shields - Now this one might be slightly obvious, but none the less exciting and fun! You could either make these out of planks, nails and a belt (I crafted many of these practise shields at home for fun with friends), these would not be very durable and would either reduce the chance of being scratched or damage, or give you a little more pushback when zombies aproach. Could be very nicely animated as when they are close and you push with your axe, it would push with both hands shield and axe. (Riot shields and reenforced versions could also be handy e.g. Spikey Shield (extra nails needed like 20). 3. Swords? - Under swords I mean either traditional American civil war weapons (there are some in every household) or craftable metal weapons. I believe that a home made forge could and WOULD be very nice addition to the game, recycling some old car batteries for bullets, or create knives/smaller swords/ machete from old metal trash. This however would be a late game feature requiring a lot of hard to find items that are also heavy (like an anvil). 4. Tinkering existing weapons - Very much like the nailed bat/plank other weapons could be tinkered. First thing that comes into mind is a laser sight or small torch ductaped ontu a gun so that the lamp does not occupy the second equipment slot. This could either increase accuracy, or just simply add the light effect there so you see in the dark better. You could also fix a knife in front of the shotgun for the close combat scenario when you run out of bullets. Not to mention the Scythe which is a very popular weapon in many games and it can be located at farms, hardware stores. Not more durable than a spade, but looks much cooler. Sharpening the weapons could also be an option, or repairing if you have a forge /hammer anvil, or just a sharpening stone (increasing damage, reducing durability slightly). 5. Bows/crossbows - I am sure many threads are on this one already, but as I am a sport archer I think I can add to it First bows are hard to make, the ones you make first time will probably not even kill anything. The ones we use for sport are quite strong and hard to come by which means I would suggest that you have to find these. However the arrows can be made easy, if you aquire the materials (arrow head, stirdy stick, glue, feathers (3)) this makes a nice arrow, which could be recollected from dead bodies and have a chance to break. Then there are the carbon arrows, which hardly ever break and are commonly used by professional archers. These could be recollected many times before breaking or loosing the edge. If we want to make bows craftable, as I said they should be either very weak at first that you shoot 3 times at a zombie before killing it, then slowls increase in quality as the more you craft, or very bad durability and break after 2 uses (very much like fishing rods. Now there could be some other fun craftable items that are weapon related: 1. Ammo pouch - can be equiped as a separate bag for the ammo, and the weapon takes out the ammo from this as a priority. This would allow you to separate the ammo from the other stuff and also maybe reduce the weight somewhat, or make it easier to keep track of your ammunation. It could be crafted at 2-3 level of tinkering. 2. Placeable torch - a lit torch that can be put in the ground and lit for an amount of time. Can be very useful when setting up a battlefield where you will battle the zombies, and very cool light effects Or just when you hear a horde knocking on your door light the ones placed on top of your wall for more visual. Rain puts them out. 3. Scope - When equiped on the weapon, durig the aiming you are able to see further away but your vision gets very narrow. Increases accuracy and can be attached to guns, (rifle) and crossbows. Needs 2 mirrors and a crafted tube (could be just a plastic tube found somewhere). 4. Bayonette - A sharp knife used on the front part of a weapon, can be crafted from a knife and ductape/wire. Or found maybe. 5. Poison - Now this would be interesting Could be made from mushrooms, rotten stuff or dead zombies. Create arrows that are infected with the virus (dipped in zombie blood) and shoot them at that looter who just broke in your house. Use them to set up traps to unwelcomed looters too. Could be used to ruin the water/food supply of another gang. 6. Binoculars - How cool would it be if you could scout your area from a rooftop with your awesome binoculars? They can be found in most hardware stores, or in hunting cabins for sure! This would be an excellent item for those who wish to entrench themselves in one place and looking out for hazards from high places. Could be crafted from two toilet paper rolls and 4 magnifying lenses ^^ These are the ideas I could quickly summon I hope we will get some ideas bouncing back and forth and get some developer insight.
  8. Hi I thought about putting this into the bug section, but decided otherwise as it could also seen as a lack of feature. With the new 27 Build it got, at least for me harder to find a proper weapon. (I LIKE IT!!!! ) Result: I kill a lot of zombies with pens, pencils, forks spoons or with my hands etc. However: These kills are not honoured in the blunt or blade combat section!!! In Fact there are not honoured at all. Last time i killed 46 zombies with my hands or spoons or the like and i did not get a single xp from it. (I don't even know if the butter knife gets blade xp but i think not otherwise i would have a few.....) This is a serious bummer for me as i kinda like killing this way. Also actions/surviving in the game should be rewarded. My proposal would be: Make a hand to hand combat skill. This skill improves when you kill with improvised weapons or with your hands. With progression it would need less hits on the zeds to kill them. Other idea is to put spoons, forks, etc into the blunt category for xp gaining Would like to hear the opinion of a dev on this. Thanks a lot!
  9. Here is a compilation of some weapons that I think that can be implemented in the game: 1) Torch : How to make it : A Branch/ or Plank / or bat + A Bandage + Oil / Or Resin / Or any flamable Oil The torch will deal almost same damage as a Bat if it is not lit. If it is lit it will deal the same damage as a bat but there will be some fire damage too. Also it will create light. When you lit it can remain lit for about 2 hours then it becomes a branch and you can use A Bandage and Oil again to make it a torch again. It will also have a durability 2)Sling : You will be able to craft it using a Smashed Branch and a hammer . Using the hammer you create the weapons skeleton then you need to find the rubber part. Unlimited ammunition when stepping on land . 3 Damage 3) Spiked Shield : You will be able to turn a Plank into a shield with the use of 1/4 of a rope and some duct tape (you will also need a saw to cut the plank in the appropriate size and then to make the shields handle (made with ropes that passes through the shield)). Then you can Hammer some Nails on it to maked a spiked shield. 4)Caltrops : You throw them to the ground and if a humans walks over the area his feet is injuried and is bleedind reducing movement speed. Also Zombies slow down when walking on caltrops. You will also be able to use nails as caltops 5) Shovel as a Weapon ...
  10. Since whenever i have imagined a zombie apocalypse the first thing i imagine myself doing is frantically searching for a broom and then using its handle to craft a spear. Stabbing Just like when the zombie gets close enough you can stab him with the knife to one hit kill. We should be able to one hit stab in the head with a spear from way further. Please add this Advantages of spears in a zombie apocalypse Longer range Stabbing as well as blunt weapon Can be thrown as a javelin can be used for fishing Way a spear can be crafted and improved (Suggestions are welcome) Broom Handle/Plank/Baseball bat + Kitchen knife + Duct tape Plank + Axe/Knife (For sharpening) = wooden spear Wooden Spear + Fire source = Hardened Spear Broom handle/ Plank + Candle stand + hammer(To break away the candle cups and sharpen the ends) = multi-pronged spear Some other ways http://www.wikihow.com/Make-a-Spear What do you guys think? i for one will be very happy if this is added
  11. In project zomboid a rather large amount of emphasis is put on crafting. Craft a molotov cocktail to thin out a horde before going in with a bat, craft bandages, craft food. This has probably been suggested before in part and is in the game in part. But I think that more craft-able weapons would be really cool. for example: Stick + kitchen knife + duct tape = Improvised spear Sock + pool ball = Flail (maybe even two of each for twice the smashing (flails are sometimes misnamed maces)) metal pipe (sticks would be too flimsy) + "insert vaguely large round metal object here" = mace These are all examples not the only ones I want added.
  12. food: should be able to make sandwiches depending on items ham, bread, bacon, lettuce, meat patty, tomato, etc. and should be able to make jello with sugar, bowl of water, one type of fruit and smores should be craft-able with a stick and fireplace if you have crackers chocolate and marshmallows weapons: bows should be craft-able with a piece of string and planks of wood if yr strength is over 12 inventory wise.... and arrows should be craft-able from knifes tent poles planks and duck tape or twine it would give use to twine as well and destructive arrows should also be craft-able where you combine gas with arrows and match or lighter or use alcohol instead of gas or batterys and bottle of water and wire to make electricity arrows also make it to wear you can make pipe bombs if you find the book to read for it items to make a pipe bomb draino and pop cans or aluminum foil would put emty soda can in trash cans or full soda cans in homes and vending machines wouldnt quench yr thirst as much as a soda bottle would.... ps if someone could make a modd to where you can kick crawlers in the face by clicking and commanding to stun them for 10 secs would be amazing it makes sense right y cant i curb stomp a zombie when he is down should work with any zombie on the ground also where are the machetes and lawn mower blades at? lol clothing and armor: i know everyone else wants it but y havnt anyone made these things yet should be able to combine duck tape or twine with newspapers and magazines to prevent scratches on the arms and legs and should be destroyed after being scratched on the arms or legs ten times helmets and running shoes to sprint faster or boots to do more damage with curb stomping would also be amazing ps we should be able to hog tie zombies with belts or rope just for the fun of it expesaly if your one of those ppls that want to feed your wife who turned on you or if you just want a friend for the next couple of days yr both still alive also the hog tieing feature would be amazing with pvp or random survivors
  13. I haven't seen this and I even searched for it seeming that I couldn't be the only one who has thought of this so far. I think when you are using the shotgun that if a zombie is close to you, you should have to shove the zombie away before shooting. The sawed off and pistol can still be used to kill zombies in close combat, this seems realistic. I can't imagine having a zombie in my face and still be able to use the shotgun effectively. On the same note, when you run out of ammo with a weapon, you should be able to shove zombies away. I had to reload my shotgun today, but needed to shove a zombie off of me first. By the time I figured I couldn't shove a zombie while having a shooting weapon equipped, it was too late and I was eaten. Not that I care that I died - I mean don't we all in the end - but I thought it was weird that this wasn't a feature with ranged weapons, but is already a feature with melee weapons.
  14. b133d_4_u

    Dead Art Online

    A Sword Art Online mod for Project Zomboid. Adds: Elucidator Dark Repulsor Health and Mana Potions Dragon Droppings Longsword Longbow Staff Planned Features: Knights Of The Blood Oath(KOTBO) Clothing Professions and Traits Updates: Changed Mana Potion Recipe Dead Art Online.zip
  15. OK I've been looking into resent suggestions and have seen somewhat of what I'm suggesting but not the full thing and if this is wrong for me to post this please do tell. So what I was thinking was Gun stats and attributes. The attributes affecting the stats and the stats affecting the Gun/Weapon. I was reading the Big No's and I saw no specific names for the firearms like AK47 or M14 as it said and this I can understand, it makes things alot easier, that being said I do think that it would be a good thing have. Now when I say attributes I mean like scopes or extended magazines and the stats give some over view of the weapons overall damage, accuracy, durability, etc. These attributes can be classified as just Rifle Scope and giving a +6 accuracy to said rifle obviously this system could go very in depth to how weapons work and I do realize that I'm mainly targeting firearms but this can also work with melee weapons as in sharping a knife or everyone's favorite a nailed bat. I do believe that this could make specifically guns more of a burden as they would not be as good with out attributes than with thus making a rifle near useless without a scope. I understand if this is not wanted, as it would be a fairly lengthy process to get all the factors in but, please consider my suggestion.
  16. So one thought I had, after checking the various suggestions and seeing that it was not present, is to incorporate an amped up police station into the map. There could be several unique and powerful items in this police station, thus making it a high-value looting location, but I think the devs could balance this out by making it extraordinarily difficult to loot. For example, it could be construed as a failed "safe point" for evacuation. This would make it heavily fortified and difficult to get in and out of, but absolutely infested with large numbers of zeds. Some of these zeds could potentially be armed (ex-police) or a few could be armored (i.e. wearing body armor). This would obviously include one new item, body armor - it could give the player the equivalent of a "tough skin" perk even if they hadn't selected it in character creation. It should, of course, have durability, and probably be irreparable (I don't think it's plausible that you could find new kevlar to patch the vest in the zombie apocalypse). This could also be a (the only? IDK, it is Kentucky) location to find assault rifles, and perhaps something like tear gas. Tear gas could be done in a bunch of different ways; it could completely knock zeds out for a certain time period, it could knock them out for 30 minutes then they could become crawlers for another 30 (stuff messes you up) then could become walkers after that, or any other possible combination. This item could be valuable for incapacitating groups without drawing large-scale attention. As for the station itself, with so many goodies and being an ex-safezone, it should be difficult as crap to get in to. There could be the aforementioned armed zeds, multiple locked doors and everything hooked up to alarms, a high spawn rate around the station (everyone went there to be safe and is now a zed), numerous hidden "bathroom" zeds, a confusing layout, a solitary entrance so that when you set off alarms your retreat path is quickly cut off, and a linear path throughout the station leading through numerous zed-infested rooms in order to get to the armory at the end. Like, you could enter into the general grounds and a lobby full of survior zeds, then have to go through booking/cells full of prisoner zeds, then through offices of ex-police zeds, then a motor pool, locker room, and bunk room full of surprise zeds. At the end of it all, you'd finally get into the armory (the door to which and other various doors you'd have to bash with a heavy ass sledgehammer), but the moment you got into it you'd set off a LOUD-ass alarm that would pull zeds from everywhere. The only way out would be back down the path you came, now infested with zeds - you'd have to use pretty much everything you got in the armory to get out safely (unless you were super creative). I know this suggestion proposes items that have already been suggested (assault rifles, body armor, etc.) but I think that this would be a neat scenario in which to implement all of these items, would give them a legitimate context, and honestly add a bit of plot/imagined backstory to the game. As I also suggested, it would be quest-like; the player could find notes or graffiti that indicated there was some sort of safe house at the police station, only to find it overrun when they discover it. Also, given that it was a failed city-wide safehouse, there could be numerous medications and foodstuffs found on site in tents set up around the police station, as well as sandbag barricades and whatnot that could be deconstructed and then reconstructed at the player's safehouse (for those who want to play it safe and not risk the armory). EDIT - Just wanted to say thank you to the developers for making one of my most favorite games in history, and for being responsive to the community suggestion-wise. You dudes rock! And re-worded it so that it was "amped-up police station" and not just "police station" as I originally said, which was confusing.
  17. b133d_4_u

    Project BLEACH

    Project BLEACH is my second mod ever. It will add many Zanpakuto to the game. I am currently having trouble with the coding so if anyone wants to help out, feel free to contact me. Adds: Reishi Reiatsu Shakkaho Sokatsui Soren Sokatsui Haien Zabimaru Zangetsu Tensa Zangetsu Tekken Ryujinjakka Shiden Tengumaru Tachikaze Suzumebachi Two new professions and traits! This will add the professions/traits of Soul Reaper and Arrancar to the game. By picking one of these professions you will start out with an Asauchi which you can use to create ONE(1) Zanpakuto of your choice. Each Zanpakuto has its advantages and disadvantages so choose wisely! Planned Features: Construction(Senkaimon and Garganta) Locations(Hueco Mundo,Rukon District,and Sereitei) NPC's(Hollows) The mod itself is complete, but i am currently debugging(nothing works right),and could use some help.
  18. Hello, everyone. I am a new to modding in general and this is my first mod. It adds several items and weapons into the game from the Dark Souls universe. I hope you enjoy it. Adds: -Soul of Smough -Soul of Priscilla -Smough's Hammer -Lifehunt Scythe -Humanity -Firekeeper Soul -Bonfire Kit -Drake Sword -Estus Flasks -Uchigatana -Several Rings -More in the future! !!!!!!!Update!!!!!!! *Changed Estus Flasks,Humanity,and FIrekeeper Souls to Food Planned features: Homeward Bones-Teleport you to your Bonfire(Do NOT make more than one!) Bosses-Get Boss Souls Souls-Currency/Experience Dark Souls Arena-New area where the player fights bosses Dark Souls II Expansion-Adds new items,weapons,and rings Rings Apply Traits I am open to suggestions for more to add so feel free to comment!I'm also looking for icon makers so feel free to "apply", as well! Disclaimer:NONE OF THESE ICONS ARE MINE!I AM NOT HELD RESPONSIBLE FOR ANY PROBLEMS THIS MOD MAY CAUSE! Request:If you would like to help me with my mods, please message me. My .lua files are a little wonky ^^; P.S. I suggest downloading the Profession Items mod( http://pz-mods.net/weapons-items/ProfessionItems/ ) for quick access to Boss Soul Weapons! You may use this and any of my other mods, as long as you give credit to me! Project Dark Souls.zip
  19. I would love to see a high score mod that you can see how many zombies you have killed as well as the longest you have lived, favorite food (most food) you ate, most mood were in, favorite weapon, ect. I am not sure if this has already been suggested but I think this would really add to the replayability to the game.
  20. Wouldn't it be cool to see airdrops in the mp? They could contain food, water, tools, ammo and possibly weapons. The point of this would be to force survivors out of there bases for the valuable supplies sadly it would attract a horde of infected and also attract other survivors.
  21. I was looking around my house, and I realized how many things I could use for weapons. Here's some stuff I found translated to PZ as best as possible REAL WEAPONS: Aluminum Bat- Baseball Bat Hatchet- Axe Ka-Bar USMC Knife- Kitchen Knife Cutlery Set- Kitchen Knife x 10 .22 Rifles x 2- Pistol(.22s aren't very powerful and would only be truly effective at relatively close range) 12-Gauge Shotgun- The Shotgun obviously. Poolstick x 6- Poolsticks MAKESHIFT WEAPONRY: 3 Lamps- With their Metal Frame, though thin, they would likely be equivalent to a crowbar or close to it. Walking Stick- Sturdy Stick, but that isn't a weapon so baseball bat. Metal Towel Rack- Easily equivalent to a crowbar, except in length and weight. Drumsticks/Mallets x Alot- Sturdy Stick, which isn't a weapon, so a Hammer, but drastically reduced damage. Rolling Pin- Rolling Pin Frying Pan x 2- Frying Pan Golf Clubs x 20 I have yet to see what is in my garage, but let me know what random items you find in your house that you could use in a zombie situation!
  22. Disclaimer: I've only played a couple hours since 2012 so I'm not entirely sure if some of the mechanics and additions I describe would fit in with the game, or be possible in the engine, but here goes. Suppressors I think firearm suppressors would be a great addition to the game because right now, firearms are very rarely a viable option, and can turn an emergency situation into an even worse one by attracting more zombies. Crafting: This would necessitate the existence of a mechanics/physics skill, or maybe a firearms knowledge skill? Anyway, the player would need several materials, tools and the correct level of said skill/knowledge. This would make it difficult to acquire quickly. There could be several levels of crafted suppressors, each being more effective than the last, but likewise requiring more materials, time and knowledge. Looting: Pre-apocalypse manufactured suppressors would be extremely rare (There'd be a good chance of none spawning) but to make up for this they would be more effective than a DIY one. However, they would only work for a certain class of firearm and no others, whereas crafted ones can be made for any firearm. Gameplay: When attached to a firearm, a suppressor would nullify the report. However, the volume of the shot in the direction of fire would remain similar to that of an unsuppressed gunshot. This means that if there are zombies between you and your target, they will also hear the shot, however the radius the noise travels from the shooter would be reduced. At longer distances though, it would be practically silent. Ammunition crafting: Now this one is a bit complicated and probably won't be added, but with advanced firearms knowledge the player would basically be able to craft different loads, IE high-velocity, or sub-sonic ammuntion. Sub-sonic ammunition would reduce the volume in the direction of fire at a cost of decreased penetration and damage, and would be practically useless without a suppressor. High-velocity ammunition would be the opposite, it would make the firearm have a louder report in exchange for increased damage and penetration. It would also degrade the firearm and the suppressor faster than regular or subsonic ammunition. The player could also manufacture hollowpoint rounds which have increased damage against a single target but virtually no penetration. This doesn't yet seem necessary since zombies will die to one shot anyway, but if there are any changes to that it would be a welcome addition. Weapon Modification: With advanced knowledge in firearms, survivors would be able to make minor modifications to their weapons provided they have the materials. These would include magazine size (In the two higher reloading difficulties, these modifications would be made to the magazines themselves where applicable), stability/accuracy (Stocks and grips [Though they seem 100% accurate at the moment]) and view distance (Improvised/looted optics). With a scope attached, when in aiming mode your field of view would be very narrow, but very long and increase the distance you can scroll off-screen. If you've played Jagged Alliance 2, you have some idea of how I imagine it in my head. Firemodes would also be another possible modification, in other words making a semi-auto weapon full-auto. The rate of fire of shotguns could also be increased by converting it from pump-action to semi auto (I'm not sure how possible this would be IRL but I'm sure it would be, given enough patience and knoweldge) The main suggestion here is suppressors. The other two are ballpark, but I included them anyway.
  23. So I was thinking for some time how the weapons could be made slightly more effective with more of a downside. Such as a few more weapons to the game, or allowing certain levels of accuracy to change the effect on zombies. Such as crit. hits on the head, making zombies going into crawlers, that sort of stuff. So what I would out up for discussion would be slight more additions to the firearms. Only a few, and nothing overpowered. I'd suggest the addition of an Sub-machine gun (Semi-automatic only) It'd be an improvement over the pistol in most ways, and use the exact same 9mm ammo. For instance, range could be increased, the magazine could be increased to 30 although the accuracy would be exactly the same. However, there would be a few downsides to this. It would be louder than the pistol, causing more zombies to hear it. Level 2/3 accuracy (Or reload) would be needed. I assume a sub-machine gun would be harder to aim than a pistol and so without the correct accuracy/reload level then the player would just not be able to use it 'stating something along the lines of I don't trust myself with this' or something. Also, it could not be equipped with a silencer. Which brings me to my next point. Silencers. Silencers could be extremely rare, accuracy level one and to of read a book on equipping silencers. This would mean that people who use handguns (As it'd be for handguns only) could use it to be more silent. It'd be as loud as a melee weapon then, or a little louder. The downside could be that accuracy is reduced, and the handgun's 'life' is reduced from 1/60 to 1/20 or 1/15. Lastly, what about skill books for guns, only causing a slight xp boost. Sorry about the rant about guns, I really enjoy using the guns in PZ, and I find having the sandbox settings of Zombies - Insane, high health and extremely strong with loot abundant to be quite fun!
  24. Are there any mods that create more melee weapons into the game? If not, then would anyone care to make one? :cool: It would be interesting to have a spear, katana, hatchet, etc. into the game.
  25. TommyGuns extra weapons mod! Created by Tommysticks 3-D Models Added! Read README for installation. Guns Melee Details Old Installation tutorial can be found here: Youtube! Watch and reminisce! This Mod was inspired by the following Mods: GunMod 0.2.0 by Austin Fletchery 0.4.1 by Austin Meal Ready-to-Eat by The_Real_Al Download Link: http://pz-mods.net/weapons-items/TommyGuns/
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